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Explosives and mines, in general.
Assigned, HighPublic

Description

Bounding mines:
Priority high: Way too underpowered. A decent sized bounding mine will in most cases guarantee a kill out to around 25m, and wound with various severity, depending on range, out to around 50-100m. With the current ingame bounding mine, i can stand on top of it and it will only lightly wound the player.

Priority normal: Change the detonation height to somewhere between 50-100cm. A typical HE-filling in these will be around the 500gram mark, and will produce a substantial flash on detonation.

Priority low: Consider changing the model to something more modern, like the Italian Valmara 69.
In any case, apers-mines are no longer too hot on the market, and there isn't much R&D going on with regards to "traditional" types of anti-personell/antitank mines - most of it is still 70s-80s technology.

Priority low: Consider having an option to remotely trigger these mines.

Apers/AT-mines:

  • Shooting at ordnance in general is not a surefire way to get it to detonate, unless you know what you're doing and aim at the right spot, from the right angle and/or with the right type of ammunition.

A shot going through the container/filling will in most cases, with most types of military-grade explosives, have no effect no the mine. A shot going through the detonator/fuse might, but might also just disable/break the mine and/or make it more unstable and dangerous to approach in an EOD-setting.

  • Consider changing the AT-mine model and type to something modern like the French HPDF2/3 and/or also include a "dumb" type of AT-mine in addition, like the US M6A2. Including said French mine will most likely need some programming/scripting however, as it's of a fairly advanced design.
  • SLAM; This program was closed down quite a few years ago, but i see you've included it anyhow. You should make it possible to attach these directly to vehicles/objects, in addition to just being standalone explosive devices - this to take advantage of their shaped-charge capability.

Give the option to detonate these remotely.

  • Claymores, give the option to detonate these remotely. Make sure to implement their effective and max ranges, as well as their armor piercing properties, in good order (50m/250m respectively). Modern claymores like the M19 also come with an in-built sight, to be able to determine the left-/right-boundaries and the area the charge will be the most effective whilst emplacing.

Misc/General:

  • When placing an explosive charge, change "Touch off X bomb(s)" to "Set off X charge(s)".
  • Longer placement and priming times, especially for the claymore.
  • The ingame explosive charge model is 4x500gram of C4-bricks with a radio receiver on it. A couple of things;
  • It is way overpowered for what it is. Placed 5-10m in the open, from the games M-ATV, will completely destroy said vehicle, ditto placed directly under the vehicle. This is not realistic, both placed apart and underneath.
  1. However, "naked explosives" without a container or other object to create shrapnel/frag around it has, relative to the actual amount of explosives, a fairly low kill-radius. Explosives placed on the ground woll count as "other object" with respect to frag-generation, but not nearly as much as the same amount placed inside a metal container etc.
  1. Consider implementing shockwaves as a damage mechanism (as well as visual effect in dusty environments) to both people and objects, if not already done.
  1. A detonation will generate a fair amount of black smoke rather than white, this due to an inefficient low-oxygen combustion of the explosive and adjacent material. This especially goes for TNT-based explosives.
  1. The sound of explosives going off has a much more "short, sharp and loud" sound than what is currently ingame. If you have the chance to do a recording of live explosives going off in the future, i suggest you do so.
  • Now i'm not up to date on the story of the game, but in any case, the inclusion of IEDs. Have ideas and can advise if you're interested.
  • My advice, regarding the whole combat-engineer aspect of things, is to rather than have one jack-of-all-trades dude with all this stuff, mines and charges crammed into his backpack, split this job into three distinct types of soldier;
  • Demolitions, including breaching. For simplicity a soldier carrying only an amount of demolition- and breaching charges rather than going haywire with all kinds of gadgets and custom charge-making.
  • Mining, armed with various types of mines - even though me personally am quite lukewarm to the whole idea of a 21st century western fighting force employing anti-personell mines - this being quite unrealistic with regards to treaties and the whole political climate around this.
  • Demining/Counter-IED, with a metal detector and some form of ingame mechanism of employing these. Again, have ideas and can advise if you're interested.

Last, I work with this for a living, so as said, if you want/need inputs on these things outside of this feedback-forum, i'm happy to use some of my spare time to provide inputs. Use my profile-email to get in touch in that case.

Keep up the good work!

Details

Legacy ID
2768168388
Severity
Major
Resolution
Open
Reproducibility
Always
Category
Explosives

Event Timeline

Gulbuddin edited Additional Information. (Show Details)
Gulbuddin set Category to Explosives.
Gulbuddin set Reproducibility to Always.
Gulbuddin set Severity to Major.
Gulbuddin set Resolution to Open.
Gulbuddin set Legacy ID to 2768168388.May 7 2016, 1:09 PM
Bohemia added a subscriber: Bohemia.May 7 2016, 1:09 PM

BOOOM! Great ticket, thank you for write this
dev's to confirm :)

Alex72 added a subscriber: Alex72.May 7 2016, 1:09 PM

Good work. Would indeed be nice to give this a little more complexity in the final game to be an attractive role to play.

Domexy added a subscriber: Domexy.May 7 2016, 1:09 PM

Great ticket!
I really like the idea of shrapnel implementation.
About the "naked explosion" wouldn't all the sand and gravel on stratis/altis create a lot of shrapnel in that scenario?

p00d73 added a subscriber: p00d73.May 7 2016, 1:09 PM

Great ideas, I hope they contact you.

I would also like decent breaching charges, that don't necessarily blow up half a building.

^^-- Indeed it would, but not to the same extent as a dedicated container designed to produce frag (artillery shell, claymore, etc) or as an improvised frag-charge, containing stuff like bicycle-chains, nuts, bolts and screws and so on.
Personally, 2kg of C-4 placed by itself on loose sand, i wouldn't have too much of an issue being something like, say, 10m from it when going off, if laying prone and wearing a helmet/body armor, ballistic eyewear and looking away - if i had to and there were no other options for proper cover.
I'd be alot more skeptical if placed on solid rock or in a crevice, or on a tree/in a wooded area where wood-splinters would be an issue. Explosives placed on the ground will result in most of the blast and frag going upwards in a wide'ish cone-shape. :-)

Anyhow, thanks BIS for assigning this ticket!
I'll elaborate some more here when i get the time! :-)

To follow up somewhat on this, and please excuse me if this turns out as something of a wall of text;

To start off;
With regards to the demolition charges, i assume that the inclusion of these is;
1 - To provide a means of ambushing vehicles and/or dismounted troops roadside or elsewhere.
2 - To provide means to do "sabotage"-type missions ingame, ie. "Go to X and destroy Y amount of object Z".
3 - Or to provide a means to do "destroy own critical equipment before it falls into enemy hands"-type missions.

With explosives and demolitions, as i'm sure people know already, correct placement and amount of explosives is everything. The already included demolition charge (2kg C4) is more than enough to disable most static hardware, like an artillery-piece/tank, for a long time or even permanently if placed correctly.
But for disabling a tank or MRAP on the march however, you'll need alot more to achieve a complete-kill, or even a mobility-kill. Placing/hiding such a charge is another factor, especially on a hard-packed dirt-road, so setting up such a vehicle ambush IRL isn't something that is easily done "at the click of a button". IRL we're talking hours of work to dig a hole in a hard-packed road, place explosives and components and then camoflage it all up again properly.

Soldier Classes;
To keep things simple (enough) and still enjoyable in Arma3, without going completely overboard with details, i suggest the following for implementing this ingame;

  • The demolition class, or whatever one calls it, still carries a backpack. He there has in total say 10kg of C-4 over 5 charges, in addition to 3-5 breaching charges.

Another option might be to have 10kg/20 bricks of C-4 available in the backpack, where each 500gram brick has a set value for damage and blast-radius generated (500grams placed on a tank track should be able to damage it enough to necessitate changing the effected links and/or wheels, or disable it's gun if placed inside and detonated, for example), and then through a dialog-system or similar be able to combine or make your own sized charges (up to a maximum of a single 10kg charge), where said damage and radius increases depending on amount used.
Important here not to make it too complicated with endless mouse-wheeling up and down and clicking <<-- Sort of like Dingers/CoC-groups otherwise amazing artillery-system in the original Operation Flashpoint CWC back in the day.

  • The mentioned miner/deminer and/or CIED-/Route-clearance Specialist might also be combined into a single type of soldier. He carries 3-4 AT-mines and a metal detector to detect the enemy's mines. Deploying the metal-detector could be an action much the same as deploying the NLAW. Again, for simplicity and not going overboard with details this would mean only being able to walk whilst the detector is out (with a nice swiping-animation of the detector) and rather than having a full-on and complicated simulation of how these detectors actually work and the training needed to use them properly, there would simply be a sound or beep whenever the detector-head is over a metal object like a mine or (most types of) IED(-components).

But there would also be a "screw this and f...ing leg it!"-button to press if you come under fire whilst doing this, sort of like how one currently transitions from weapons held low to ready, as is ingame per now.

But then again BIS, your game your rules and choices... :-)

Breaching;

  • With regards to explosive door-breaching (as breaching is more than just taking down doors), which almost is a trade on it's own, i don't know if destroyable/lockable doors is something BIS plans on including in the final product, but if so, i suggest keeping it simple and just including a single type of charge for all types of doors - not the least because there are a few ticks-of-the-trade here that not everyone needs to know about. The rule of thumb for door-breaching is to attack the door from one of the sides. In game terms, IMHO, this could translate to a prep-and-priming time progress-bar, or similar, of around 10-15 seconds, with remote detonation (to avoid the need to program/add stuff like shocktube/NONEL into the game), and with a cutting charge texture/model running the full length of the door on the hinge-side of things.
  • For breaching of walls to gain entry, well, one doesn't merely blow a hole through a reinforced concrete wall - this takes some calculations, preperations and not the least explosives to do. However, it could be interesting if a system was included to place said (larger) charges from the demolitioner at the base of a wooden- or brick-wall and this would create a generic-type slot wide enough for troops to pass through, including frag effect on anything standing behind it (or in front of it!) when it goes off.
  • Mechanical breaching, that is using sledgehammers/rams, crowbars and boltcutters, might be something worth looking into. Seems straightforward enough for me, but then again, i'm no programmer! :-)
  • A backpack-mounted collapsible/telescopic entry ladder would also be an interesting addition to the game IMHO, which in many cases will be a preferred method of gaining entry to a building/compound over blowing up doors and entering where the enemy expects you to come from.

The way i see it, this could translate to ingame as follows;

  1. Action "Deploy ladder"
  2. Action "Extend Ladder"
  3. Action "Climb Ladder"
  4. Someone else, if not carrying a backpack or other back-mounted equipment, then has the possibility to use actions "retract ladder" and "pick up/carry ladder".
  5. There should also be a possibility to pick up the ladder and hoist it up from above, retract and carry from there.

Other/Misc;

  • Placement and priming times;

When i say "longer placement and priming times" in my initial ticket, IRL setting up a AT-mine for instance, including digging a hole, placing/arming and concealing might be a lengthy process, especially if the ground is hard. The harder the ground, the longer it takes, naturally.
With regards to anything remotely detonated by wireless (that is, proper off-shelf military stuff, and not IED-type stuff), there are different types of systems on the market. Quite common though is that these from you set them to "arm" usually have a grace/wait period before the actual arming starts, to enable the operator to get to cover/safety first should there be a fault in the arming process/hardware and the system accidently fires prematurely. They have built-in capacitors that generate and store enough power to be able to set off the electric detonator in the explosives, which is what the arming time is actually about. The actual arming time varies by system, but in many cases we're talking minutes from the system is set to "arm" until it's actually armed and ready to fire.

Now i'm no fan of dumbing down games, and i like it hardcore personally, but i also understand that alot of players don't want to sit around and wait forever for stuff to start working. For the sake of gameplay, placement and priming of explosive objects should IMHO be something like 10-15 seconds rather than more or less "instant with a beep at the end", to get a balance between the fact that this isn't something you normally do in the middle of a firefight (ie. set up a claymore Tears Of The Sun-style) to not having to have to wait forever for stuff to happen.

  • Frag generation by environment placed in;

As another user above me pointed out, frag generation would be an interesting addition to Arma. I know it was done before in OFP CWC, where the modgroup Chain Of Command made a mine- and artillery package that included actual ingame frag objects with velocity/trajectory, and even sound effects factored in. To take this a step further, it could be interesting to see frag generation from explosions (any type) based on where these occur. Sandy beach will generate less than a large blast going off in rocky terrain, a shell hitting inside a forest will break trees and generate wood splinters etc.

  • EOD-robots;

"Realistic" EOD/IEDD would be outside the scope of this game, as the finer details to this is quite sensitive stuff that alot of people don't need to know about. However, the inclusion of a generic-type EOD-robot able to camera around objects and carry drop-charges or fire at IEDs to set them off is well doable and would be a good addition to the game IMHO.

  • CIED;

Will write some on this at a later time.

Again, keep up the good work BIS, and thanks a million for letting the community have such a say as this for the game development. This is pure gold! :-)

"Realistic" EOD/IEDD would be outside the scope of this game, as the finer details to this is quite sensitive stuff that alot of people don't need to know about.

Why no?! :) Robots is good feature, old VBS have it already :)
Arma 3 is closes future so, UGV CROWDS, SWORDS, MAARS, Talon

http://www.youtube.com/watch?v=-7SUh_5JFXE
http://www.youtube.com/watch?v=n6Fisf5_9T4
http://www.youtube.com/watch?v=yliThCy3RxY

rogerx added a subscriber: rogerx.May 7 2016, 1:09 PM

Gulbuddin: Yea, atypically, one issue per bug.

This way, each bug is closed as they fix them. Similar to a checklist.

Kol9yN,
I don't have an issue with including robots, nor ATOs in bombsuits in ARMA3, but IRL there's quite a bit more to EOD/IEDD than simply driving a robot downrange and blasting objects. What the ammunition-technician specifically does on/at the object, either manually or through robot, as well as preperation beforehand and after EOD has been conducted is something that falls outside the scope of this game as well as being more of a need-to-know thing; Last thing one needs is the badguys learning how to counter TTPs and kill EOD-personell from playing a game.
For this reason, if including robots in the game, it should be kept at easy and simple IMHO.

rogerx,
I agree, but i have much on my heart. If i was to start a new ticket for every little feature i wish included i'd be spamming the place down. ;-)

Gulbuddin: Understood.

Spears added a subscriber: Spears.May 7 2016, 1:09 PM
Spears added a comment.Apr 4 2013, 5:06 PM

Apers/AT-mines:

  • Shooting at ordnance in general is not a surefire way to get it to detonate, unless you know what you're doing and aim at the right spot, from the right angle and/or with the right type of ammunition. A shot going through the container/filling will in most cases, with most types of military-grade explosives, have no effect no the mine. A shot going through the detonator/fuse might, but might also just disable/break the mine and/or make it more unstable and dangerous to approach in an EOD-setting.

Totally second this since it reduces the role of the Saboteur/Engineer to disarm Mines. Now players just shoot the mines to dispose...

rogerx added a comment.Apr 4 2013, 9:20 PM

Spears: Ditto. Having the mines not explode after being shot at does add a certain realism, to the effect tools are required to deactivate, much like in real life. As such, we're forced to go around them in Arma versus Battlefield, a simple shot detonates them.

Another different issue, is to make the specialist required to deactivate them, have a little more work to do to make them useful within the game. (ie. Some maps with many many mines around the perimeters of camps -- as in real life. Or, drop some dispersal containers of mines. ;-)

Talking of remote detonation, would it be possible to select individual explosives for detonation? Instead of having to set off all explosives placed at once?

@Devs: Look at ACE, he have chrispottsov1987's propose, nothing hard to realise it, but its very important part of gameplay. Just Do It! Please :)

For the sake of gameplay, i'd support the idea of having an action to deactivate (or RSPing, Render Safe Procedure, in proper lingo) a mine by a specialist, but IRL tinkering with a live mine to render it safe is not something you'll be doing in any other situation than in very calm, structured and controlled forms. As a trained deminer, the preferred method we have for removing mines during standard demining operations is firstly to blow them up in place. If this isn't possible, we'll make first movement of them remotely, and then, but only after having a 110% confirmation of what type of ordnance we're working on, we can pick it up and move it to safe area for proper RSPing according to the book.
Many mines, and especially apers-mines, are simply too dangerous to be manhandling, either by design or after wear and tear of having been in the ground for a long period of time. In addition, certain types of mines come with built-in booby-trap functionality to kill deminers, as well as there being mines on the "market" that come two versions; One regular type designed to kill personell/vehicles, and another which looks the exact same, but with different interior workings designed to kill or incapacitate the deminer upon him handling it.

Breaching a minefield, with emphasis on minefield, in a combat setting will involve either plowing through the field with specialized vehicles or by using a so-called MICLIC to do it explosively. MICLICs come in shape and size of both a 900kg C-4 tube of X-length designed to create a path wide enough for a vehicle to pass through, or with a manportable backpack-version which will create either a 70m path or a series of mine-free craters (depending on version used) which troopes then can move through/step through.

For "covert missions" and the such, the natural way of getting through a minefield would be to simply not engage it in any way - proper reconnaissance and planning is your friend in that case. You'd have a very hard time finding any type of unit who would knowingly start wandering through a minefield in the middle of the night to "get to their objective", no matter how super SF they might be. A possibility might be using a metal-detector/tripwire-detector combo and mark a winding path through it as you're going, but in any case, this would be extremely slow-go at alot less than walking speed. Sort of beats the element of surprize in most cases...

Mind you, I don't want to be the big dick sitting here and belittling what everyone else is saying and suggesting, but for someone who loves his realism and has his background at five years infantry and then five years as a combat engineer, and currently still in, i'd like to see this game come out as good as possible. :-)

If I'm not mistaken, booby trapping mines and explosive devices is something performed by those desperate or with poor judgement. So the preferred method, based on guessing, is to simply overwhelm the enemy with the number of mines.

In other words, booby trapped mines will provide a cumbersome method of deactivation when the war is over, and civilians move back in, or if forces have to reoccupy the area. ;-)

So, probably something to think about within the game when providing the types of mines.

yoleven added a subscriber: yoleven.May 7 2016, 1:09 PM

I would be happy if they just removed the beeping/burying sounds when placing explosives that carry about as far as the report from a rifle.

rogerx added a comment.Jul 5 2013, 3:56 AM

Eh.

I can still drop a grenade and lay on top of it, and I will still survive it's grenade blast within the latest developer versions.

All that said and very well written in a lot of detail.

Arma 2 A.C.E and all the mods that go with it didn't even have this level of explosives options after how many years of development and on going development
of A2 OA, A.C.E, A.C.R.E ect. How long will it take for A3?. It would be great stuff it was put in in that level of detail and so it should be put in.

The power of explosives and things not working on is an issue but that's why we vote up or down. UP from me

So much anal, can you write me TL;DR version?

UPVOTED!

Its a good idea to improve explosives in A3 and make them more similar to ArmA 2 ACE mod.

Regarding SLAM there should be 3 options: remote detonation, build in timer and build in motion sensor.

If we talking about EOD ArmA 2 ACE mod have quite nice EOD features, but in A3 i sometimes cannot even blow up AT mine by placing explosive charge on it so EOD in A3 needs to be improved.

How would you go about attaching a charge to, say, a vehicle, or a box? Do you just tape it or what?